Author : Eyuva
Name : Urvin's Outpost 2006
Recommended Player Count : 12-16

This was my third map. This is an updated version with some changes in the flow and item placement. The skybox and lighting have been adjusted, but the essential feel of the place is the same. Some dead ends have been removed as well.
 
I merged a couple of textures into the MyLevel file, eliminating the need to install extraneous texture packs.

----------------- Below are old readme versions. I'm keeping them here for records. Ignore the stuff below, it may be out of date. The music track remains the same however.


Readme version 1.0 --->

This is my third map. Hope you enjoy it, as I do. I like it much better than my first two maps. 

Things I did this time around in my third map.

Experimented with floor friction editing.
Learned how to use teleporters.
Really worked hard on the lighting, even used zone lighting as well, yes there are zones in here.
Finally learned how to create a window barrier.
Nice skybox, that's not based on Wolf's Tutorial. <hehe>

Custom music "Fight for Survival" Dark Phantasy battle theme composed by 
Gwilym Wogan aka  TGMDHD.
More music by TGMDHD can be found at 
http://www.traxinspace.com/

Ok, about the map. There is a series of teleporters connecting the upper, 
midlevel and lower sections of this map. To get the shield belt you need to go through the teleporters that are in the water. 
I've actually seen a bot do this so be wary. Watch out though, the floor is slippery in the shield belt area.

Redeemer is flat out in the middle of the map. 
Damage Amplifier is in the upper catwalk you see in the screenshot and the invisibility is underwater. 
Bots get all the powerups to my knowledge. They'll blow you away with the redeemer too, if you're not careful.
I placed the redeemer with the bots in mind. <hehe>
Special thanks goes out to the map designers of DM-Anubis, and DM-Essense. The windows and skybox design were 
invaluable to me as I was going about learning how to create window based skyboxes and barriers.


Level Story		>

This is Urvin's Outpost, named after a former space pirate who used this half 
submerged outpost as a base of operations for local raids on nearby solar systems. 
Originally built by the catbugs, but then later seized by Urvin's band of pirate's.
However, Urvin legacy was short lived. One of his henchmen (women), Esescha, 
betrayed him one night and stabbed him in the back while he was asleep. 
She took control of the band of space pirates and fled the base immediately.
Fate however, came with a sense of irony. Esescha and her pirates were killed in combat
with catbug warships the next day.

200 years later, Liandri scout ships surveying other worlds for ruins from the ancient Catbug wars found 
this outpost half submerged in water. 
 
Want to find the knife that killed Urvin? It's near the Flak Cannon, across the hall with the teleporter.

Copyright as usual, you may edit this level freely, just give me a copy of your edit of it.


Readme version 2.0 --->


NEW EMAIL is :> catnipper@coolmail.net


Urvin's Outpost][ > Fine Colorday Mix

All original info can be found in the Urvin.txt file. This is a list of changes in this updated version.
Not necessarily complete but here is what I did. 


Changes include:

Updated player recommendation, now 7-11 players. {Theres still enough spawn points for up to 16 though}
Better teleporter flow 
{ie when you teleport you will be facing in the 
direction you will probably be going}

Changed twoway teleporters to oneway, all teleporters are now ONE-WAY in this level now. Just needed to make that clear.

removed stupid hall containing shield belt & removed all slippery zones & 
and all teleporters containing links to that said hall. This hall can still be found in the map editor 
however. There's just no way to get to it now.

lighting now vastly improved, studied the techniques of some of the games 
levels, ie Pressure Chamber & Deck 16. Did not use unlit option for lights like 
the Epic level designers. Lighting is also much brighter. I found the original map to be a tad too dark.

Skybox now lights up the level nicely, with a vivid red sunset hue and
bluish light as well from the back windows. Skybox is changed a little.

I still don't like those wall slits on the skybox, any help to eliminate that in future versions would 
be appreciated.


Added some new areas. There are now two teleporters near the Flak Cannon area,
that lead to each side of the top floor with the rocket launchers.

Redeemer is still in the center of the map. Some may object to it, 
but I wanted bots to get it, and they do. As far as I know bots get the SB and the Keg 
(both behind a secret wall in the water) as well as the DA, Body Armor, etc. 
I don't think they get the acoustic dampener though, which as far as I know is from the original
Unreal, which I never played. However I do have some Doom & Castle Wolfenstein memories.

Removed excess Rocket Launcher ammo, cause I found it all too easy to load up 48 rockets 
too quickly. Spread out shock rifle ammo. There are now two Biorifles. 

A sniper rifle now inhabits the sniper nest, which is behind a hidden wall. You can jump 
the boxes to get in or take the other route. I'm not going to tell you what the other route is though.

The invisibility is no longer in the water. 

Some texturing changes were made. Not much on the whole but I did make some changes.

Besides the ammo/weapons/powerups changes the biggest thing that will affect gameplay 
are the changes in the playerstarts positions.

Forget your stop clocks, timers, etc. I've changed the respawn times on the powerups, 
and some of the ammunition and health to add a little spice to the map. 

There is now an item that gives you godlike powers on this map.
{Just Kidding}

Bots play well, except they pace back and forth near the teleporter exits in one area. 
Not sure why they do this, the nodes are connected however. They might get hooked up somewhere 
else too. Botnoding is a difficult task indeed.

Hope you enjoy the map. As I do. It's my first major attempt at a signifigant z-axis action.

---> Readme [GOLD EDITION] --->

Changes in the gold edition.

- Added lens flares and tweaked lighting here and there
- Made the lower area more connective, by added a few halls
- Tweaked player starts so you dont start facing the wall
- Teleporters are no longer boring blue swirlies
- Added some more sounds
- new screenshot
- a few changes to ammo amounts
- new locations of powerups, the redeemer is no longer in the middle of play
- some bot pathing tweaks
- removed an area I thought was extraneous. (The underwater secret)

- Previous text files from the two other versions are here as well. 



